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In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   
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In recent years, there has been rapid growth in the volume of research output on the topic of e-government. To understand this research better, we used content analysis of eighty-four papers in e-government-specific research outlets (two journals and one conference series). Our analytical focus took in five main aspects: perspectives on the impacts of e-government, research philosophy, use of theory, methodology and method, and practical recommendations. Normative evaluation identified some positive features, such as recognition of contextual factors beyond technology, and a diversity of referent domains and ideas. Alongside this, though, research draws mainly from a weak or confused positivism and is dominated by over-optimistic, a-theoretical work that has done little to accumulate either knowledge or practical guidance for e-government. Worse, there is a lack of clarity and lack of rigor about research methods alongside poor treatment of generalization. We suggest ways of strengthening e-government research but also draw out some deeper issues, such as the role of research philosophy and theory, and the institutional factors – particularly pressures of competition and time – that may constrain development of e-government as a research field.  相似文献   
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In the museum context, curators and conservators often play a role in shaping the nature of contemporary artworks. Before, during and after the acquisition of an art object, curators and conservators engage in dialogue with the artist about how the object should be exhibited and conserved. As a part of this dialogue, the artist may express specifications for the display and conservation of the object, thereby fixing characteristics of the artwork that were previously left open. This process can make a significant difference to the visual appearance of the work, the nature of the audience's experience, and how the work should be interpreted. I present several case studies in which the nature of the artwork has been shaped by such dialogues, and discuss principles for resolving cases in which there is a conflict between instructions specified by the artist and those adopted by the museum.  相似文献   
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Information sharing is considered an important approach to increasing organizational efficiency and performance. With advances in information and communication technology, sharing information across organizations has become more feasible. In the public sector, government agencies are also aware of the importance of information sharing for addressing policy issues such as anti-terrorism and public health. However, information sharing can be a complex task. Identifying factors that influence information sharing is critical. In the literature, research in information sharing focuses on the interpersonal, intra-organizational, and inter-organizational levels. This paper reviews the current information-sharing research, discusses the factors affecting information sharing at the three levels, and provides summative frameworks. These frameworks provide a means to discover future research opportunities, and a systematic way for practitioners to identify key factors involved in successful information sharing.  相似文献   
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The recent development of personal digital collections systems on museum websites has prompted researchers to examine the motivations and expectations of museum visitors as they interact with those systems. Results from an online survey completed by visitors to six different museum websites show that users of personal digital collections systems are primarily motivated by a desire to create simple collections of objects and images, and are less influenced by the more complicated features museums have implemented to encourage user participation. The significance of these findings is explored through a discussion of user expectations and motivations with respect to creating personal digital collections, and an attempt is made to reconcile some of the disparities between the perceptions of survey respondents and the experiences of museum professionals developing and implementing personal digital collections systems.  相似文献   
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For traditional industries it is a real challenge, not only to achieve a clear product differentiation, but also to provide adequate services in order to ensure value and customer fidelity.  相似文献   
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Software must evolve in order to adapt to new demands and scenarios. In the case of packaged software that can be customized, this evolution implies the maintenance of both out-of-the-box and customized functionality alike. New user interface technologies provide a way to interact with applications that software vendors are forced to incorporate in order to meet new user and market requirements. Packaged software vendors are facing software evolution processes in order to attract more customers and conserve the existing ones. This case analysis describes the evolution of packaged software, Meta4 PeopleNet, towards the addiction of Rich Internet Applications features to a Human and Intellectual Capital Management tool. The findings and lessons learned presented in this case study provide useful insights for packaged software vendors facing software product evolution.  相似文献   
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Rapid advances in technology, particularly with the Internet, have led to the availability of numerous tools to support teaching and learning. This study involved the use of an Internet application, Connecting Communities of Learners (CCL), in courses for prospective teachers. Unlike earlier studies involving the use of the CCL, the context of this study related to full-time graduate students who used the CCL to augment weekly face-to-face instruction. An interpretive study was undertaken to ascertain student and teacher perceptions of the learning environments associated with the use of the CCL. Through the use of the CCL, students were able to be autonomous in regard to their own learning, co-participate with their peers and the instructor, and establish and maintain a community of learners in which participants could interact with others as co-teachers and co-learners. The CCL was perceived as a useful tool for building learning environments in which all participants can contribute written texts as evidence of what is known and as objects from which others can learn. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   
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